Welcome to Kalamax's Triassic Thunderdome! Here, the great dinosaur's rage influences everything around it, and the arcane energy he harnasses amplifies the power of our spells! This deck seeks to utilize our commander Kalamax, the Stormsire as a way to generate continuous value, by doubling our ability to remove permanents, draw cards and ramp. The goal is to finish the game by either putting a lot of mana from a ritual like Mana Geyser into an X spell like Comet Storm, making Kalamax infinitely big with a copy spell and blowing up our opponents with a Chandra's Ignition, or using an infinite copy loop to burn out our opponents with Ral, Storm Conduit. Any way it goes, it's sure to be a crazy time!

Kalamax is a 4 mana commander that benefits greatly from getting out early. Because of this, we really want to focus on two mana ramp. Cards like Farseek, Nature's Lore, and the talismans are all two mana ramp spells that allow us to cast Kalamax on turn three. This deck also employs another category of ramp spells: instant ramp spells.These spells allow us to use Kalamax's doubling ability to gain a lot of extra lands. Harrow only needs one land sacrificed to put four to the battlefield when it is copied, Crop Rotation grabs two of any land you want for the price of one, and Natural Connection would ramp two mana. Growth Spiral bridges the gap between these two categories, and can act as either doubled ramp/draw after Kalamax is out, or can be used as a two mana ramp spell to help get our elemental dinosaur out early.
Kalamax needs to be tapped to do his thing, and many times that can simply be achieved by swinging at the player with the weakest board. But sometimes we need ways to tap him without putting him in danger, and this deck contains tools to help us do that. Lands like Survivors' Encampment and Holdout Settlement are generally the safest from removal and can let us tap a creature we have for a mana of any color. Springleaf Drum and Paradise Mantle can turn our electric dinosaur into a mana source by tapping him. Rogue's Passage is another way to let us tap him by safely swinging into an opponent, and can also be useful for killing an opponent if Kalamax gets massive later.
Temur is a color combination with many great removal options, and we definitely try to use them here. In this category we focus a lot on instants, which can double the amount of stuff we remove. Counterspells are also utilized here to protect our commander and our game plan. Counterspells are also a little more powerful in this deck because in many situations we can get two counterspells on the stack, making counter wars hard to win for our opponents.
Creatures with strong abilities that synergize with our game plan of casting instants every turn really help this deck run smoother and stronger. Some of these creatures help us get card advantage from simply following our game plan. Rashimi, Eternities Crafter is a great creature that gives us card advantage and potential free stuff. Wavebreak Hippocamp is another creature that just draws us cards for doing our thing. God-Eternal Kefnet can let us cast spells that end up on the top of our library, and serves as a resilient flying blocker. Talrand, Sky Summoner and Murmuring Mystic give us flying tokens that can be useful for either getting damage in or blocking. Kruphix, God of Horizons is a choice that I go back and forth on, but further playtesting is needed to see if he is useful or not.
This deck wins in two main ways, either by comboing off with a copy spell, or building big mana and burning our opponents with a Jaya's Immolating Inferno or Comet Storm.

The copy spell win goes as follows: an instant or sorcery spell is put on the stack with Kalamx out, and then a copy spell such as Twincast or Reverberate is put onto the stack and copied. If the copy of the copy spell targets the original copy spell, another copy of the copy spell is created, and this process can be repeated ad nauseum. Copying the copy spell as many times as you want will also put as many counters on Kalamax as you want, allowing you to either swing to kill somebody, or cast Chandra's Ignition to kill everybody else at once. This can also be a wincon with Ral, Storm Conduit out, as he can ping your opponents as many times as you want with as many spell copies as you want.

The big mana win is pretty simple, by casting a big ritual spell such as Turnabout or Mana Geyser and copying it one or two times, we can put massive amounts of mana into Jaya's Immolating Inferno or Comet Storm to kill our opponents. Jaya's Immolating Inferno is a card I'm trying out in this deck, and althought you need to control a legendary permanent to cast it, I'm hoping it can prove itself, as it's the only other red X spell that easily hits three targets, killing the table at a 4 player game.

Of course, one last way to win with this deck is copying Expropriate multiple times... yeah, you can be that one player.

The fastest way to win with a Kalamax deck is a copied Chord of Calling into a Kiki-Jiki, Mirror Breaker into a Pestermite or Hyrax Tower Scout, but I chose not to go that route with this deck.

Cards I am currently considering are: Glademuse for not perfect but somewhat reliable card draw, Cyclonic Rift just for price reasons, Nexus of Fate could be another win condition, Dig Through Time gives great value and card selection, but more testing is needed to see if the mana cost could be reduced reasonably in a normal game. Noxious Revival is a great slot-in if I find weak cards later.

Suggestions

Updates Add

Comments

94% Casual

Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

36 - 0 Rares

22 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens Beast 3/3 G, Bird 2/2 U, Bird Illusion 1/1 U, Drake 2/2 U, Frog Lizard 3/3 G, Manifest 2/2 C, Saproling 1/1 G
Votes
Ignored suggestions
Shared with
Views